Skip to content

← ArchivePaper2016

Face2Face: Real-Time Face Capture and Reenactment of RGB Videos

Justus Thies, Michael Zollhofer, Marc Stamminger, Christian Theobalt, Matthias Niessner

CVPRAcademic3 descendantsFacial

Real-time face reenactment system transferring facial expressions from a source actor to a target in monocular video using dense tracking.

Abstract

Face2Face is a method for real-time facial reenactment that transfers the expressions of a source actor, captured live with a commodity webcam, onto a monocular target video such as a YouTube clip, and re-renders the result photo-realistically. Actor identities are recovered from monocular video using a dense global non-rigid model-based bundling approach, while expressions of both source and target are tracked at runtime with a dense photometric analysis-by-synthesis formulation over a multilinear PCA face prior. Expressions are transferred via a sub-space deformation transfer technique that operates directly in the blendshape expression space, and a realistic mouth interior is synthesized by retrieving and warping the best matching mouth frame from the target sequence rather than copying the source mouth or using a generic teeth proxy. The optimization runs in real time on the GPU using a data-parallel iteratively reweighted least squares solver.

How to read this

Category
Method: real-time monocular face reenactment system
Contributions
  • Real-time expression transfer from a webcam source actor onto a monocular target video, re-rendered photo-realistically
  • Dense analysis-by-synthesis tracking over a multilinear PCA face prior, with non-rigid model-based bundling to recover identity from monocular video
  • Subspace deformation transfer in blendshape space plus a data-driven mouth-interior synthesis that retrieves and warps the best matching target mouth frame
Context
Builds on parametric face modeling in the lineage of Blanz and Vetter's morphable model, extending it to live monocular tracking and reenactment.Builds on: A Morphable Model for the Synthesis of 3D Faces
Correctness
Demonstrated on commodity webcam input and existing monocular videos; the realism leans on the multilinear prior and the mouth-retrieval step, so readers should keep in mind it assumes a recoverable target mouth appearance and a face that fits the learned subspace.
Clarity
Accessible at a high level; a first pass conveys the pipeline and the reenactment idea, but a second pass is needed for the analysis-by-synthesis optimization and the IRLS solver.
How to read it
First pass for the four-stage pipeline (tracking, bundling, transfer, mouth synthesis); do a second pass on the photometric energy formulation and GPU IRLS solver if you care about the real-time tracking math.

Builds on

Built upon by

Related work

Keywords

This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →